233 lines
8.0 KiB
GDScript
233 lines
8.0 KiB
GDScript
class_name PlayerMovement extends Node
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@export var player: CharacterBody3D
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@export var head: Node3D
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#Most of the default values are based primarily on minecraft, but the
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#movement code does not replicate how movement in minecraft works
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@export_category("Movement")
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@export_subgroup("Basic")
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@export var hard_speed_limit: float = 4.317
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@export var toggle_sprint: bool = false
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@export var limit_sprint_to_forward: bool = true
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@export var sprint_boost: float = 1.3
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@export var acceleration: float = 0.9
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@export var friction_percentage: float = 0.15
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@export var air_drag: float = 0.03
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@export_range(0.0, 90.0) var max_look_down_angle: float = 90.0
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@export_range(0.0, 90.0) var max_look_up_angle: float = 90.0
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@export_range(0.0, 1.0) var air_control: float = 0.2
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@export var climb_speed: float = 3.0
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@export_subgroup("Jump")
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@export var enable_jumping: bool = false
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@export var min_height: float = 1.25
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@export var max_height: float = 1.25
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@export var time_to_peak: float = 0.3
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@export var time_to_floor: float = 0.3
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@export_subgroup("Crouch")
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@export var enable_crouching: bool = false
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@export var standing_collider: CollisionShape3D
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@export var crouching_collider: CollisionShape3D
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@export var crouch_shapecast: ShapeCast3D
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@export_category("Look")
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@export_range(1.0, 100.0) var sensitivity: float = 28.0
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@export var invert_y: bool = false
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@export var invert_x: bool = false
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@onready var jump_velocity: float = (2 * max_height) / time_to_peak
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@onready var jump_gravity: float = (-2 * max_height) / pow(time_to_peak, 2)
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@onready var fall_gravity: float = (-2 * max_height) / pow(time_to_floor, 2)
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@onready var time_to_min_peak: float = (clampf(min_height, 0.0, max_height) / max_height) * time_to_peak
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@onready var min_jump_gravity: float = (-2 * clampf(min_height, 0.0, max_height)) / pow(time_to_min_peak, 2)
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var ragdoll: bool = false
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var paused: bool = false
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var zoom_factor: float = 1.0
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var input_vector: Vector2 = Vector2.ZERO
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var look_vector: Vector2 = Vector2.ZERO
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var joystick_deadzone: float = 0.12
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var can_sprint: bool = true
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var sprint_zoom_factor: float = 0.08
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var sprinting: bool = false
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var jump_held: bool = false
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var is_in_climb_zone: bool = false
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var hold_climb: bool = false
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var ragdoll_grace_period_length: float = 0.5
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var ragdoll_grace_period_elapsed: float = 0.0
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var crouching: bool = false
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var prev_crouch_height: float = 0.0
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var new_crouch_height: float = 0.0
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var default_camera_height: float = 0.0
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var change_crouch: bool = false
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var head_angle: float = 0.0
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var look_sens: float :
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set(_value):
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return
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get:
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return sensitivity / 40000.0
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func _ready() -> void:
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default_camera_height = head.position.y
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func get_gravity() -> float:
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if jump_held:
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return jump_gravity if player.velocity.y > 0.0 else fall_gravity
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return min_jump_gravity if player.velocity.y > 0.0 else fall_gravity
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func apply_ragdoll(vector: Vector3) -> void:
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ragdoll = true
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player.velocity = vector
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print(vector)
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func _physics_process(delta: float) -> void:
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if !is_multiplayer_authority():
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return
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if ragdoll:
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player.velocity += Vector3.DOWN * 9.81 * delta
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ragdoll_grace_period_elapsed += delta
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if player.is_on_floor() and ragdoll_grace_period_elapsed >= ragdoll_grace_period_length:
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ragdoll_grace_period_elapsed = 0.0
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ragdoll = false
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player.move_and_slide()
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return
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var result_vector: Vector2 = input_vector * acceleration
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if !player.is_on_floor():
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result_vector *= air_control
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var velocity: Vector2 = Vector2(player.velocity.x, player.velocity.z)
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var down_velocity: float = player.velocity.y
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var movement: Vector3 = ((player.transform.basis.z * result_vector.y) + (player.transform.basis.x * result_vector.x))
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if player.is_on_floor():
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velocity = velocity.limit_length(velocity.length() * (1.0 - friction_percentage))
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velocity = velocity.limit_length(velocity.length() * (1.0 - air_drag))
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velocity += Vector2(movement.x, movement.z)
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velocity = velocity.limit_length(hard_speed_limit * sprint_boost if sprinting else hard_speed_limit)
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if !is_in_climb_zone:
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if !player.is_on_floor():
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player.velocity = Vector3(velocity.x, down_velocity + (get_gravity() * delta), velocity.y)
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else:
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player.velocity = Vector3(velocity.x, down_velocity, velocity.y)
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else:
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if jump_held:
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player.velocity = Vector3(velocity.x, climb_speed, velocity.y)
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elif hold_climb:
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player.velocity = Vector3(velocity.x, 0.0, velocity.y)
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else:
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player.velocity = Vector3(velocity.x, -climb_speed, velocity.y)
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if change_crouch:
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if !crouching:
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standing_collider.disabled = true
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crouching_collider.disabled = false
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crouching = true
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else:
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standing_collider.disabled = false
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crouching_collider.disabled = true
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crouching = false
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change_crouch = false
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player.move_and_slide()
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func _process(_delta: float) -> void:
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if !is_multiplayer_authority():
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return
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if paused:
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input_vector = Vector2.ZERO
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return
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can_sprint = true
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input_vector = Input.get_vector("Move Left", "Move Right", "Move Forward", "Move Backward")
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if limit_sprint_to_forward and input_vector.y >= 0:
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can_sprint = false
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if toggle_sprint:
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if Input.is_action_just_pressed("Sprint"):
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sprinting = !sprinting
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else:
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sprinting = Input.is_action_pressed("Sprint")
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if !can_sprint:
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sprinting = false
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if enable_jumping:
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if Input.is_action_just_pressed("Jump") and player.is_on_floor() and !is_in_climb_zone:
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player.velocity.y = jump_velocity
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jump_held = true
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if Input.is_action_just_pressed("Jump") and is_in_climb_zone:
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jump_held = true
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if Input.is_action_just_released("Jump"):
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jump_held = false
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if enable_crouching:
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if Input.is_action_just_pressed("Crouch"):
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if !crouching:
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prev_crouch_height = 0.0
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new_crouch_height = default_camera_height
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change_crouch = true
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elif !crouch_shapecast.is_colliding():
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tween_head_height(default_camera_height + 0.2)
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change_crouch = true
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if crouching:
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crouch()
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if Input.is_action_just_pressed("Crouch") and is_in_climb_zone:
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hold_climb = true
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if Input.is_action_just_released("Crouch") and is_in_climb_zone:
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hold_climb = false
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look_vector.x = Input.get_joy_axis(0, JOY_AXIS_RIGHT_X)
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look_vector.y = Input.get_joy_axis(0, JOY_AXIS_RIGHT_Y)
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if look_vector.length_squared() <= joystick_deadzone:
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look_vector = Vector2(0.0, 0.0)
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player.rotation.y -= look_vector.x * 0.02
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head_angle -= look_vector.y * 0.02
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head_angle = clamp(head_angle, deg_to_rad(-max_look_down_angle), deg_to_rad(max_look_up_angle))
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head.rotation.x = head_angle
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func enable_climbing() -> void:
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is_in_climb_zone = true
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func disable_climbing() -> void:
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is_in_climb_zone = false
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hold_climb = false
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func crouch() -> void:
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var lowest_crouch_point: float = default_camera_height
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for collider: Dictionary in crouch_shapecast.collision_result:
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var point: Vector3 = collider["point"]
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if crouch_shapecast.global_position.distance_to(point) + 0.6 < lowest_crouch_point:
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lowest_crouch_point = crouch_shapecast.global_position.distance_to(point) + 0.6
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if !crouch_shapecast.is_colliding():
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lowest_crouch_point = default_camera_height
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if abs(lowest_crouch_point - new_crouch_height) > 0.05:
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new_crouch_height = lowest_crouch_point
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if abs(new_crouch_height - prev_crouch_height) > 0.05:
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tween_head_height(new_crouch_height)
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prev_crouch_height = new_crouch_height
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func tween_head_height(height: float) -> void:
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var tween: Tween = create_tween()
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tween.set_ease(Tween.EASE_IN)
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tween.set_trans(Tween.TRANS_QUAD)
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tween.tween_property(head, "position", Vector3(0.0, height - 0.2, 0.0), 0.1)
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func _unhandled_input(event: InputEvent) -> void:
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if !is_multiplayer_authority():
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return
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if event is InputEventMouseMotion and Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
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player.rotation.y -= event.relative.x * (look_sens / zoom_factor) * (-1 if invert_x else 1)
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head_angle -= event.relative.y * (look_sens / zoom_factor) * (-1 if invert_y else 1)
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head_angle = clamp(head_angle, deg_to_rad(-max_look_down_angle), deg_to_rad(max_look_up_angle))
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head.rotation.x = head_angle
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elif event is InputEventJoypadMotion:
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if event.axis == JOY_AXIS_RIGHT_X:
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look_vector.x = event.axis_value
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elif event.axis == JOY_AXIS_RIGHT_Y:
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look_vector.y = event.axis_value
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